@@ -97,7 +97,7 @@ inline void GenerateCameraRay(uint2 index, out float3 origin, out float3 directi
9797}
9898
9999
100- // Helper function to configure reflection hints based on material properties
100+ // Configure reflection hints based on material properties
101101void ConfigureReflectionHints (in HitObject hit, in float3 origin, in float3 rayDir, inout RayPayload payload)
102102{
103103 // Only process hints for material-based sorting modes
@@ -129,7 +129,7 @@ void ConfigureReflectionHints(in HitObject hit, in float3 origin, in float3 rayD
129129}
130130
131131
132- // Helper function to apply thread reordering based on sort mode
132+ // Apply thread reordering based on sort mode
133133void ApplyThreadReordering (in HitObject hit, in RayPayload payload)
134134{
135135 const uint numHintBits = 1 ;
@@ -435,14 +435,13 @@ void MyMissShader(inout RayPayload payload)
435435 // Create soft purple light glow
436436 float3 blue = float3 (0.4 , 0.6 , 1.0 ); // Soft blue
437437 float3 pink = float3 (1.0 , 0.6 , 0.8 ); // Soft pink
438- float3 cloud = lerp (blue, pink, fractalDensity);
438+ float3 glow = lerp (blue, pink, fractalDensity);
439439
440440 float3 L = normalize (g_sceneCB.lightPosition.xyz - skyPosition);
441441 float lightD = saturate (dot (rayDir, L));
442- cloud *= lerp (0.8 + 0.2 * lightD, 4.0 , fractalDensity);
442+ glow *= lerp (0.8 + 0.2 * lightD, 4.0 , fractalDensity);
443443
444- // Composite background with clouds
445- float3 finalColor = lerp (background.rgb, cloud, fractalDensity * 1.3 );
444+ float3 finalColor = lerp (background.rgb, glow, fractalDensity * 1.3 );
446445 payload.color = float4 (finalColor, 1.0f );
447446}
448447
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